vis. I'm not that bothered about it now. The water is no longer going black or blue, nor is it reflecting the sky, but it doesn't look awful, and I scaled the skybox down to try and help with compile times. For now I'll run vis on fast and hope that it'll make the water look pretty when I do it...
The main reason I made my skybox so huge was to have a horizon-to-horizon stretch of water. If I make it smaller and add skybox fog to try and hide the water-sky texture seam it looks horrible, and if I remove the skybox entirely there's just a big white square under the map which is visible...
With vis running on fast this map takes around 30 seconds to compile. I left it for 3 hours compiling on normal and then decided to stop it. Should it really have made the time it takes to compile increase by over 36000%?
My skybox does have all skybox textures. I had it with a nodraw by accident and I started seeing stuff inside the map rendered in the skybox.
I'll try compiling with vvis normal and hope it works then. Thanks.
I have a box with 5 skybox faces and 1 nodraw face which encases the map, and a box with 6 skybox faces which contains water and a sky_camera for the skybox. I'll try adding another box with just a cubemap and link it to the water.
Is your skybox enclosed with a skybox texture on all sides? I had a problem with a black square at the top of the skybox, and then I noticed that the bottom surface of my skybox was nodraw rather than skybox. Changed it to skybox, everything worked.